Not all jobs need to have a 1-2-3 step combo. It's not in our best interests to make them all the same when they're already being homogenized too much. Variety is good, and if a specific job is not appealing to some people, it'll be for others.
If we want the 5-step combo to feel a bit different, then let's work on it. An option would be to upgrade positionals to a new action when they are in 5th place and give them some interaction with the kit or life windows.
This is true in a full uptime scenario, they reduced thinking related to LotD. However, this new savage tier and the newest extreme, as well as the previous savage tier and DSR, have proven that this is not always so clear cut. You will have to do double life, use HJ before GSK, or other different things depending on the encounter. The fact that something happens naturally doesn't mean it's boring, that is an opinion. I do agree though that LotD could have more interactions with the GCDs by, for instance, changing them to be more powerful/have different animations.
This is not something unique to DRG. Do SAM or NIN become so much different during their burst? Perhaps you have that impression because they may use different GCDs, but DRG is an oGCD job.
Also unlike other jobs, DRG doesn't feel boring between bursts because there's several things to keep track of. Whereas other jobs just spam 1-2-3 and then spend a resource to avoid overcapping for the most part.
Agreed, DFD needs to have a clear purpose and role. If it's going to be damage, it can't be 300 potency every 2 min (buffs actually bring it to 399 but that's a different question).
Saying that you can just remove MD and redistribute the potency and that things would stay the same means a fundamental misunderstanding of what MD does and why it's important. MD cannot be removed unless LotD is changed in the way it works: you either need GSK to have no cooldown but only be active after getting two eyes, HJ to give the eyes directly and have two charges, or both, and even then it might still create issues that right now don't exist because of the way MD works.
DRG is a static job, but saying that it's also the same during bursts is false. You have to fit all your oGCDs in a 15s window, including two NAS, and this can be tight and hard to do at times. This is a job that has to align all of its abilities perfectly to work well, and that is not caused by doing always the same.
It's also one of the few jobs to have a different rotation for one, two and three or more targets. How is that boring?
Most DPS in this game do the exact same thing in all their burst windows with some slight changes here or there. All melees, for example, follow a specific pattern in their burst from beginning to the end to the point where you can map the action usage. There's no significant change when you initiate a burst except in specific cases that are more encounter related than anything else and can affect all jobs equally. You just go from 1-2-3 spam to a specific string of action usage.
DRG does the exact same, but having to keep specific abilities (HJ and GSK in particular) on hard CD to make sure nothing drifts.
The fact that it became popular doesn't necessarily mean that it's a good thing. SMN lost all of its skill ceiling. The rework succeeded in the thematic and aesthetic department, but not so much mechanically if we compare it to the possibilities of old SMN, even if it also had its issues.



Reply With Quote


